precision mediump float;

//uniform sampler2D u_image;
//uniform vec4 u_color;
//uniform int no_texture;

//varying vec2 v_texCoord;

void main() {
	//vec4 baseTexture = texture2D(u_image, v_texCoord);
	//vec4 baseColor = u_color;
	
	//if(no_texture == 1) {
		//gl_FragColor = baseColor;
	//}
	//else {
		//gl_FragColor = baseTexture;
	//}
	gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
}